Key Terms
The vocabulary you’ll see throughout this book.
Ranges
How far things are from you.
| Range | Distance | Examples |
|---|---|---|
| Close | Within 5 ft | Melee range, a whisper |
| Near | Within 30 ft | Thrown weapons, normal conversation |
| Far | 30–120 ft | Bows and crossbows, a shout |
| Very Far | Beyond 120 ft | Out of weapon range, often out of sight |
Speeds
Your Speed category—set by ancestry, feats, or creature type.
| Speed | Per Round | Notes |
|---|---|---|
| Slow | 15 ft | Heavily encumbered, some creatures |
| Normal | 30 ft | Most characters and creatures |
| Fast | 45 ft | Some feats, fast creatures |
Encumbrance or difficult terrain drops your Speed by one step.
Time
How long things take.
| Unit | Duration | When You Use It |
|---|---|---|
| Round | 6 seconds | Combat—one turn per combatant |
| Turn | 10 minutes | Dungeon exploration—searching, picking locks |
| Watch | 4 hours | Wilderness travel, rests (6 Watches = 1 day) |
Rests
How you recover.
| Rest Type | Duration | What You Get |
|---|---|---|
| Breather | 10 minutes | Heal 1d4+CON HP or CON save (DC 12) to clear 1 Fatigue. Choose one. |
| Night’s Rest | 8 hours | Spend Hit Dice to heal (roll + CON each). Clear 2 Fatigue (shelter) or 1 (roughing it). |
| Safe Haven | 1d4+1 days | Full HP, all Hit Dice, all spell slots, all Fatigue cleared. |
Breathers require 1 Supply. Hit Dice only recover at Safe Haven.
Resources
What you track and spend.
| Resource | What It Is |
|---|---|
| Supply | Abstract provisions—food, water, bandages. Spend 1 per Breather, 1 per day for food. |
| Fatigue | Exhaustion levels (1–5). Each level is −1 to all checks and saves. At 3+ your Speed drops to Slow. At 5 you’re Incapacitated. |
| Hit Dice | Your recovery pool (one per level). Spend during Night’s Rest to heal (roll + CON each). Only recover at Safe Haven. |
| Boost Die | Start each session with PB. Spend 1 to add 1d6 to any roll, or use for class abilities. Gain 1 on a natural 1. No maximum. |
Conditions
States that affect you.
| Condition | Effect |
|---|---|
| Blinded | Can’t see. Auto-fail sight-based checks. Attacks have Setback, attacks against you have Edge. |
| Charmed | Regard the charmer as a trusted ally. Can’t attack them. Hostile acts break the effect. |
| Deafened | Can’t hear. Auto-fail hearing-based checks. |
| Frightened | Setback on checks and attacks while you can see the source. Can’t willingly move closer. |
| Grappled | Speed 0. Break free with STR or DEX vs grappler’s STR. |
| Incapacitated | Can’t take actions or reactions. |
| Paralyzed | Can’t move, speak, or act. Attacks against you have Edge and auto-crit from Close. |
| Poisoned | Setback on attacks and checks. |
| Prone | Setback on attacks. Melee attacks against you have Edge; ranged attacks have Setback. Stand up costs half movement. |
| Restrained | Speed 0, your attacks have Setback, attacks against you have Edge. |
| Shaken | Setback on attacks and checks. Ends after a Breather or when the source is defeated. |
| Stunned | Can’t act or move. Auto-fail STR and DEX saves. Attacks against you have Edge. |
| Unconscious | Incapacitated, can’t move or speak, unaware. Drop what you’re holding, fall Prone. |
For the full terminology reference, see Appendix: Terminology.